Apparatus and method for a card game and apparatus and method for a card game in combination with action-figures

ABSTRACT

A method and apparatus for a card game and a card game in combination with action figures having removable parts, wherein each removable part has a corresponding card.

COPYRIGHT NOTICE AND LIMITED AUTHORIZATION

[0001] A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.

TECHNICAL FIELD

[0002] The present invention relates generally to games, and more specifically to an apparatus and method for a card game and a card game in combination with action-figures.

BACKGROUND OF THE INVENTION

[0003] The children's game industry is one of the world's largest industries in both total revenue and employment. As a multi-billion dollar industry, novel ideas can prove to have an enormous financial impact. Moreover, well-designed games have shown to be intellectually stimulating for a young mind. Consequently, many game developers have begun designing games that are more intellectually challenging than traditional games. As a result, many of these games now incorporate tactical strategies and problem solving situations.

[0004] Numerous games have been designed with this objective. However, in view of the present invention, prior attempts have been disadvantageous. For instance, one of the most popular games currently available utilizes trading cards that represent a multitude of characters having various powers and attributes. Action figures are another popular toy, wherein the user can manually manipulate the action figure and role-play various situations and actions. Unfortunately, however, the prior-art game designs fail to incorporate action figures or parts of action figures or toy parts that function in conjunction with a specific card or that can be played together therewith to provide the player with a more interactive game.

[0005] Therefore, it is readily apparent that there is a need for a game that utilizes both trading cards and action figures or toys to provide the user with a more interactive and intellectually stimulating adventure. It is, therefore, to the provision of such an improvement that the present invention is directed.

SUMMARY OF THE INVENTION

[0006] According to its major aspects and broadly stated, the present invention is a method and apparatus for a card game and a card game in combination with action figures having removable armor and weapons, wherein each removable part has a corresponding card.

[0007] Each player is provided with a set of cards and an action figure, or alternatively, can mix and match to create their own character. Each card provides various information regarding movement, speed, armor, range and special card powers. Each player is further equipped with an Ulster card that represents the basic action figure itself. By playing one of his cards, a player can move his action figure a set number of moves, wherein each move corresponds to the length of a card. For instance, if a played card indicates a movement of five, the player lays out five cards end to end to determine the exact location.

[0008] Once an opponent's action figure is within range, the player can attack his opponent. An attack is accomplished by placing a card face down, whichever side forward the player wishes, and drawing a card randomly from the opponents deck and placing it face down, whichever side forward the player wishes. The cards are flipped over and colored tabs having various indicia thereon are aligned and compared on each card to determine if there is a match, wherein matching tabs and indicia correspond to a strike. Depending on the number of strikes, the damage results as indicated on the player's card and the armor as indicated on the opponent's card, the opponent may lose the battle and be forced to discard that card and remove the armor or weapon from his action figure corresponding to the discarded card.

[0009] In the preferred embodiment, each turn the player can play three cards and thus can make three attempts at attacking the opponent; after which, the opponent repeats the above steps and attacks the player. Victory is achieved by destroying an opponents Ulster card.

[0010] In an alternate embodiment, the above game is played without the action figures, wherein only the cards are utilized, or wherein drawings of action figures or a token (such as a coin or plastic pawn), are used to represent the action figure.

[0011] In an additional alternate embodiment, the above game is played online with representations of cards, or as a computer game, such as a first person shooter, in which the cards are represented by gear on the character wherein each have independent functions and attributes, such as damage, powerups, and armor qualities.

[0012] In an additional alternate embodiment the above game is played with small cardboard or plastic playing pieces on a board marked with a pattern of squares, hexagons or other geometric shape.

[0013] In addition to the above briefly described method of play, a set of cards is provided comprising a strike system, wherein indicia on each played card is compared to determine the number of strikes, if any, is provided. By comparing a damage indicia on the attacking card with an armor indicia on the defending card, it is determined if the defending card is destroyed.

[0014] Thus, a feature and advantage of the present invention is to provide a new and improved card game that utilizes action figures.

[0015] Another feature and advantage of the present invention is to provide a game wherein cards can be traded and collected.

[0016] Another feature and advantage of the present invention is to provide a new and improved card game having a three-strike system, wherein preferably three colored tabs having various indicia thereon are compared to three colored tabs having various indicia thereon on an opponent's card to determine the number of strikes and thus the impact of the attack.

[0017] Another feature and advantage of the present invention is to provide a system which can be used on any media, from coins, to plastic building blocks, to plush toys.

[0018] Another feature and advantage of the present invention is to provide a new and improved trading-card game having a three-strike system, wherein preferably three colored tabs having various indicia thereon are compared to three colored tabs also having various indicia thereon on an opponent's card to determine the number of strikes and thus the impact of the attack.

[0019] Another feature and advantage of the present invention is to provide a new and improved trading-card game that incorporates action figures, and wherein the action figures are moved according to various indicia on the playing cards into a position of attacking the opponent's action figure via the playing cards.

[0020] Another feature and advantage of the present invention is to provide a new and improved trading-card game that utilizes action figures, wherein every part of the action figure matches a card and wherein the various parts of the action figures are removed upon losing a card in an attack.

[0021] Another feature and advantage of the present invention is to provide a system wherein each card has its own independent functions and powerups defining it as a independent element but still a part of the overall character, such as damage and armor qualities (rather than those being only the qualities of the character itself).

[0022] Another feature and advantage of the present invention is to provide a new and improved card game that utilizes action figures, wherein movement of the action figures is card-based such that one card length equals one movement.

[0023] Another feature and advantage of the present invention is to provide a new and improved set of cards having various indicia thereon for comparing with various indicia of other cards to determine a winning battle.

[0024] Another feature and advantage of the present invention is to provide a new and improved set of cards having a three-strike system wherein colored tabs having various indicia thereon are matched with other colored tabs having various indicia thereon to determine the outcome of an attack.

[0025] Another feature and advantage of the present invention is to provide a new and improved Z-G timeline, to be marketed under the trademark Centenium Project, wherein the setting of this game is played exactly one hundred years into the future such that every hour, minute and second that passes by in the present also passes by in the future on the Z-G timeline, and wherein all action figures, cards, books and products are stamped with the Z-G date and timecode, and wherein a website is maintained having all date and time reference thereon set exactly one hundred years into the future, and wherein news updates from that time period are regularly made.

[0026] Another feature and advantage of the present invention is to provide a new and improved card game, wherein a multitude of indicia are placed on each card, and wherein at least two opponents compare cards during attacks to determine the winning card such that the player destroying the opponents Ulster card is the winner.

[0027] Another feature and advantage of the present invention is to provide a new and improved set of cards having armor indicia, a movement indicia, a strike indicia, and an impulse indicia thereon.

[0028] Another feature and advantage of the present invention is to provide a new a improved system for displaying game rules on a card using a small map template and indicia explained on a map key in the rules indicating how the card can be used in play. The player is able to make the map template using cards during play in order to see if an opponent is in range and can be attacked.

[0029] These and other objects, features and advantages of the present invention will become more apparent to one skilled in the art from the following description and claims when read in light of the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0030] The present invention will be better understood by reading the Detailed Description of the Preferred and Alternate Embodiments with reference to the accompanying drawing figures, in which like reference numerals denote similar structure and refer to like elements throughout, and in which:

[0031]FIG. 1 is a view of one of the cards according to a preferred embodiment of the present invention.

[0032]FIG. 2 is a view of one of the cards according to a preferred embodiment of the present invention.

[0033]FIG. 3 is a view of one of the cards according to a preferred embodiment of the present invention.

[0034]FIG. 4 is a view of one of the cards according to a preferred embodiment of the present invention.

[0035]FIG. 5 is a view of one of the cards according to a preferred embodiment of the present invention.

[0036]FIG. 6 is a view of one of the cards according to a preferred embodiment of the present invention.

[0037]FIG. 7 is a view of one of the cards according to a preferred embodiment of the present invention.

[0038]FIG. 8 is a view of one of the cards according to a preferred embodiment of the present invention.

[0039]FIG. 9 is a view of one of the cards according to a preferred embodiment of the present invention.

[0040]FIG. 10 is a view of one of the cards according to a preferred embodiment of the present invention.

[0041]FIG. 11 is a view of one of the cards according to a preferred embodiment of the present invention.

[0042]FIG. 12 is a view of one of the cards according to a preferred embodiment of the present invention.

[0043]FIG. 13 is a view of one of the cards according to a preferred embodiment of the present invention.

[0044]FIG. 14 is a view of one of the cards according to a preferred embodiment of the present invention.

[0045]FIG. 15 is a view of one of the cards according to a preferred embodiment of the present invention.

[0046]FIG. 16 is a view of one of the cards according to a preferred embodiment of the present invention.

[0047]FIG. 17 is a view of one of the cards according to a preferred embodiment of the present invention.

[0048]FIG. 18 is a view of one of the cards according to a preferred embodiment of the present invention.

[0049]FIG. 19 is a view of one of the cards according to a preferred embodiment of the present invention.

[0050]FIG. 20 is a view of one of the cards according to a preferred embodiment of the present invention.

[0051]FIG. 21 is a view of one of the cards according to a preferred embodiment of the present invention.

[0052]FIG. 22 is a view of one of the cards according to a preferred embodiment of the present invention.

[0053]FIG. 23 is a view of one of the cards according to a preferred embodiment of the present invention.

[0054]FIG. 24 is a view of one of the cards according to a preferred embodiment of the present invention.

[0055]FIG. 25 is a view of one of the cards according to a preferred embodiment of the present invention.

[0056]FIG. 26 is a view of one of the ID cards according to a preferred embodiment of the present invention.

[0057]FIG. 27 is a view of one of the cards according to a preferred embodiment of the present invention.

[0058]FIG. 28 is a view of one of the ID cards according to a preferred embodiment of the present invention.

[0059]FIG. 29 is a view of one of the cards according to a preferred embodiment of the present invention.

[0060]FIG. 30 is a view of one of the ID cards according to a preferred embodiment of the present invention.

[0061]FIG. 31 is a partially exploded perspective view of an action figure and his armory/weaponry separated therefrom according to a preferred embodiment of the present invention.

[0062]FIG. 32 is a perspective view of an action figure according to a preferred embodiment of the present invention shown without armory or weaponry attachments.

[0063]FIG. 33 is a perspective view of an action figure donned in armory/weaponry attachments according to a preferred embodiment of the present invention.

[0064]FIG. 34 is a perspective view of an action figure donned in armory/weaponry attachments according to an alternate embodiment of the present invention.

[0065]FIG. 35 is a perspective view of an action figure donned in armory/weaponry attachments according to an alternate embodiment of the present invention.

[0066]FIG. 36 is a view of one of the cards according to an alternate embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED AND ALTERNATE EMBODIMENTS

[0067] In describing the preferred embodiment of the present invention illustrated in the figures, specific terminology is employed for the sake of clarity. The invention, however, is not intended to be limited to the specific terminology so selected, and it is to be understood that each specific element includes all technical equivalents that operate in a similar manner to accomplish similar functions.

[0068] With regard to all such embodiments as may be herein described and contemplated, it will be appreciated that optional features, including, but not limited to, aesthetically pleasing coloration and surface design, and labeling and brand marking, new models, new sculpting, new settings and background material, coins and dice, stuffed toys, may be provided in association with the present invention, all without departing from the scope of the invention.

[0069] In order to fully describe the preferred embodiment of the present invention, below is setout a full set of preferred rules and game terms. Please note however, that the present invention is not strictly limited to play under the following rules and method. Additional alternate embodiments are contemplated as described hereafter the following preferred embodiment. ©2000 ATOMOTON, Inc. The present invention, to be sold in a preferred form under the trademark Z-G and/or Z-G INTERACTION FIGURES, is a tactical trading-card game played with action figures. To play, each player equips his FIG. 20, as shown in FIG. 31, with its “zGear” accessories 60. Each piece of zGear 60 has a protrusion 26 and/or is dimensioned to snap fit into a particular slot or aperture 24 on an Ulster, the basic body of the FIG. 20, and has a matching card 110, 120, 130, 140, 150, 160, 170, 190, 200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330, 340, 360, and 380 that details its vital statistics, wherein preferably cards 110, 190 and 310 match one of three varieties 64; card 120, 200 and 290 match one of three varieties of backgear 74; cards 170, 250, 330, 340, 360 and 380 match one of six varieties of footgear; cards 130, 210 and 270 match one of three frontgear 66; cards 140, 150, 160, 220, 230, 240, 280, 300, and 320 match one of nine varieties of hand/arm weapons 76; Cards 100, 180 and 260 represent the Ulster cards; and wherein ID cards are cards 350, 370 and 390. A player uses the cards to move their FIG. 20 and attack opponent's zGear 60.

[0070] In the preferred embodiment, 2-8 players can play, wherein each player needs one INTERACTION FIG. 20, its zGear 60 and its preferably 24 zGear 60 cards 110, 120, 130, 140, 150, 160, 170, 190, 200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330, 340, 360, and 380. It should be noted that in alternate embodiments any number of cards and/or zGear 60 may be utilized.

[0071] The Game: A player makes attacks by matching his attacking card against a piece of his foe's zgear 60, via his foe's cards 110, 120, 130, 140, 150, 160, 170, 190, 200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330, 340, 360, and 380 end to end (See FIG. 18), and trying to get from 1 to 3 strikes 112 (matches) with the colored glyphs 113. The more strikes 112 a player gets, the more damage 116 he inflicts (as indicated on each card). If the player's damage 116 is more than his foe's armor 114, the player slags (eliminates) that card. When a player slags his foes' Ulster cards 100, 180 or 260, he wins.

[0072] THE CARD: Each card 110, 120, 130, 140, 150, 160, 170, 190, 200, 210, 220, 230, 240, 250, 270, 280, 290, 300, 310, 320, 330, 340, 360, and 380 has several statistics detailing the piece of zGear 60 it represents:

[0073] Impulse 122: The speed of a card (circle).

[0074] Armor 114: The damage a card can take (square).

[0075] Move 124: A card's movement, measured in card lengths (diamond).

[0076] Power-Ups 126: Special powers of a card.

[0077] Range 128: How distant your target can be for you to strike or scan it, measured in card lengths.

[0078] Attack 111: The name of the attack made with this zGear. Tip: Indicates HtH or ranged, kinetic or energy attack.

[0079] Damage 116: 3 levels of impact in an attack. If damage is equal to or greater than the armor 114, the zGear 60 corresponding to that card is slag.

[0080] Dots 115: The blue, green, or red mark at the top and bottom of each card.

[0081] Microtext: Purchase cost, catalog number, description, box code.

RULES OF PLAY

[0082] 1. SETUP: The game can be played anywhere the players want: on the floor, on a desk, outside, in a tree, under your deck, in the kitchen. Anything and everything is terrain—players can build whatever they want out of books, boxes, bottles or any other objects—but after play is started, no player can move, add, or remove terrain.

[0083] 2. START: All players place their FIGS. 20, fully donned in its zGear 60, on the table or other playing surface, seven cards away from one another (or wherever you mutually decide). Each player then picks out the three star cards from their deck and puts them, in any order, face down on the table. Later, a player may also just pick any three cards he wants.

[0084] 3. INITIATIVE: The players reveal their top card and call out its impulse number 122 (the circle). The person with the highest impulse 122 goes first. The player with the next-highest impulse number 122 goes second, and so on. If there is a tie, the tying players reveal their second card and compare impulse 122 for the purpose of breaking the tie. If a tie still exists, reveal and call out the impulse number 122 of your last card, and then flip random cards from your deck until someone gets a higher impulse number 122.

[0085] 4. MOVE: The highest-impulse 122 player chooses one of their cards, places it face up on the table, and moves their FIG. 20 a distance up to the number of cards indicated by its move score 124. All movement (as well as range 128 and any other distances) is measured in card lengths. Cards are simply laid out on the table, end to end, starting by touching both of the players' figure's 20 feet, and then move your FIG. 20 to the end of the line of cards so that both feet touch the last card. A player can pose his FIG. 20 any way he likes; facing is not important in play. When a player moves, he can change facing at no move cost, but both feet must touch the last move card. A player can climb up and down surfaces as one would do normally, card by card. Once a player starts to lay cards for any given move, he cannot Tip: Move cards must connect along their center axis (touch the arrows).

[0086] 5. ATTACK: After a player moves, if a foe is in range, he may attack them. The player announces the card he's attacking with (read the name of its attack aloud), then he secretly choose which end he wishes to attack with. The player's card is placed face down, with his attacking end facing the foe. A target card is drawn randomly from his foe's deck, keeping it facedown and unrevealed. The target card is then spun such that a random end is placed toward the attacker's card. The player and his foe flip over their cards, compare the ends, and count the number of glyphs 113 that match up, if any. This is called a test. Whenever one of the player's three glyphs 113 matches up to one of his foe's, the player scores a strike 112.

[0087] 6. DAMAGE: If the player scores one or more strikes 112, the damage 116 results listed on his card for 1, 2, or 3 strikes (.,..,...) is checked. If damage 116 equals or exceeds the target card's armor 114, the card is slaged. A slag card is removed from the deck and placed in the foe's “slag pile” (discard pile). The zGear 60 part is removed from the FIG. 20. Slag pile cards can no longer be used for actions. If the player does not inflict enough damage 116 to eliminate the foe's card, it is returned to the foe's deck. After the player plays his card, he immediately returns it to his deck.

[0088] 7. NEXT ACTION: The player's next card in your hand is now played, just as he did the first. After that, the player plays his third and final card. (One can save a card, such as a parry, holding it in his hand until the end of the turn.)

[0089] 8. NEXT PLAYER: Now it's the next player's turn, and they take their actions and go through the same steps with all of their hand cards. After that player finishes their turn, the next player takes their full turn, and so on.

[0090] 9. NEW TURN: Now every player, secretly and simultaneously, chooses three new action cards, impulse 122 is determined, and each player's actions are made.

[0091] 10. VICTORY: One wins by defeating all of his foes and being the last fighter standing. A foe can be defeated by 1) razing their ulster card 100, 180 and 260 in an attack 111; 2) reducing them to 3 or fewer zGear 60 cards; or 3) knocking them down three turns in a row.

Complications

[0092] These are rule options that players can use to swing the odds in his favor:

[0093] POWER-UPS: Most zgear 60 cards have one or more power-ups 126 listed on them, which allow you to bend or even break rules. Some can be played in conjunction with one another and with attacks 111, while others cannot. You choose when and if to use a power-up 126.

[0094] RANGED ATTACKS: Weapons that have a range number 128, such as guns, may attack foes at a distance. To make a ranged attack, a player lays out a straight line of cards equal to his range 128. If he reaches his foe, he can attack them. A player cannot start over and lay a new line if they are out of range 128; he must target some foe along that line of cards. If a zGear 60 attack 111 does not have a range number 128 (or a zone attack 117, see below), it is considered a hand-to-hand (HtH) weapon, meaning that the figures must touch for an attack 111 to occur.

[0095] ZONE ATTACK: Some ranged attacks have a zone attack 117 effect, indicated by a pattern of squares radiating from a triangle that represents the player's FIG. 20. The player may lay out the zone pattern around or in front of his FIG. 20, as per the diagram. In some cases the FIG. 20 is assumed to move along it (the Spacewing HtH) make its attack 111, and then move past. All FIGS. 20 caught in the zone attack 117 must draw a random target card to defend against an attack 111.

[0096] KNOCKDOWN: A number of power-ups 126, including Knockback, allow a player to inflict knockdown blows. A player scores a knockdown if he knocks back his foe: 1) into another FIG. 20; 2) into a barrier at least one card length in height and more than one card length distant; 3) off a ledge at least one card length high. When knocked down, FIG. 20 is placed face down, and the knockdowned player must spend a full action (spend a card) to get up before taking any other action of any kind. A player can be knocked down only once per turn. Tip: If a player knocks back a FIG. 20 into another FIG. 20, he makes a free attack 111 against the second FIG. 20, but only to determine knockback.

[0097] TERRAIN: As with all miniature games, using terrain is not an exact science; compromise and conventions of play are the key to play. You can also ask a zMarshal (an impartial referee or observer) to make the call.

[0098] LINE OF SIGHT: To attack a foe, it must be within line of sight. If, from the player's figure's 20 vantage point, one cannot see any part of the foe, the foe is considered to be out of the player's line of sight, and he cannot attack it.

[0099] Tip: A player should put his eye behind the head of his FIG. 20 to see what is in the line of sight.

[0100] COVER: If a player can see only part of his foe—for example, their FIG. 20 is crouching behind a wall or lurking around a corner—and at least two of their zGear 60 parts can't be seen, then all of the foe's defense cards have +1 armor 114. If more than half of their zGear 60 cannot be seen, then they have Full Cover and get +2 armor 114.

[0101] HIGH GROUND: If the player's FIG. 20 is at a higher elevation than his foe's, then the player gets +1 damage 116 on an attack 111. If the player's entire FIG. 20 is completely above his foe's head, the player inflicts +2 damage 116.

[0102] TARGETING: If the player scores at least one strike 112 in an attack 111, but does not destroy his foe's card, the player can target that specific card and then attack it again with your next card. If the player still does not slag it, but gets at least one strike 112 on the second attack 111, he can target it with his third attack 111. If the player destroys a targeted card, he may choose to draw a random card from his foe's hand instead of their deck with the next attack 111 that turn.

[0103] COMBOS: If the player gets at least one strike 112 three attacks 111 in a row in the same turn, then he has a chance to make a combo. He immediately makes a free attack 111 with his Ulster cards 100, 180 or 260 against a random target card. If he gets any strikes 112 at all, then the target card is destroyed. A combo can be parried.

[0104] SPECIAL ATTACKS: Unique combat techniques:

[0105] DASH: If the player's FIG. 20 is equipped with two footgear of the same type, he may add +2 to the Move 124 rating of the second footgear card played in the same turn.

[0106] JUMP: If a player drops down rather than moving down a slope of more than one card length, and he doesn't have a card with Z-G in his hand, he inflicts a knockdown on himself. He can also inflict a knockdown on a foe he lands on if he scores three strikes 112 with his last card against a random card from the foe's deck. (If playing on a table, usually just count the edges as a wall.)

[0107] CHARGE: The player can charge a foe instead of attacking them. If the player uses 5 move 124 points from a single card to move in a straight line at a foe, he may then match ends with a random target card in order to inflict Knockback only. The player himself is knocked down if he scores 0 strikes 112.

[0108] SNEAK ATTACK: In certain circumstances the player does not have to announce which card he is attacking with:

[0109] 1. The player is making a hand-to-hand attack 111 and does not have to move to attack. 2. The player is the first to move this turn and this is his first attack 111. 3. The player is attacking from full cover.

[0110] FLAMEOUT: Before initiative cards are revealed a player can announce they are flaming out. By sacrificing his Ulster cards 100, 180 and 260 he may play each of his hand cards twice, for a total of 6 actions. If the player does not defeat a foe by the end of the turn, he flames-out and is defeated. A player may also sacrifice this card immediately after one of his zGear 60 cards has been destroyed to save it and completely nullify the attack 111.

[0111] Tip: SYNDIC CARD: This is a player's ID cards 350, 370 or 390; it represents the player, the person in the Ulster. It is not zGear 60 and is not in the player's deck; it should be kept to the side. When a player loses his ID Cards 350, 370 or 390, he may no longer use its unique power. (Note: The ID cards 350, 370 or 390 lists 3 skills that are prerequisites for expansion set cards.) Power-ups

[0112] ARMOR PIERCING: Critical Hit. If the player destroys the target card, he can immediately attack a second random card from his foe's deck (but not a third).

[0113] DODGE: Duck-n-Dive. Immediately after an attack 111 on a foe is announced, the foe may play the Dodge card and, as its only action, move 1 card. If the foe is no longer in range 128 (or out of the zone), the player forfeits their attack.

[0114] KNOCKBACK: Move Your Foe. For each strike 112 scored, the player can elect to knock back his foe one card away from him in any direction. If the foe has a card with the Z-G in his hand, he chooses in which direction he is knocked back. The foe plays the first card so that both of his feet touch it, then the player plays the rest (place foe's FIG. 20 with both feet on last card). The player can cause a Knockdown (see above).

[0115] LAUNCH: Double Move. By activating this power-up 126, the player may move up to double the card's normal Move 124, but can't attack with this card this turn. The player may use this power-up 126 to charge, if he wishes.

[0116] PARRY: Active Defense. After an attack is announced, but before a target card is drawn, the foe can play this card from his hand as the defending card. The foe chooses which end of the card to play. If the card survives, the foe may take its full move immediately. If the attacker gets zero strikes, he may immediately attack that card with his parry card, assuming he is in range 128. Players cannot parry zone attacks (unless its HtH).

[0117] REFLEX: First to Go. By activating this power-up 126 as this card's only action this turn, the player gets double his normal Impulse 122. The player can use his Reflex on his initiative card even after cards are revealed for initiative or another player uses Reflex. If he uses Reflex to go first this turn, his first attack 111 may target his foe's hand instead of their deck.

[0118] SCAN 1&2: See Target Cards. If a foe is in range 128, the player may look at his foe's target card before his attack 111. The Scan power-up 126 has a number listed after it; he may make a number of Scan attempts equal to its Scan number. For example, if the player has Scan 2, he may decline to attack the first card and instead draw another card to attack, which he may also look at (but he can't then go back and attack the first card). The target card is still played randomly. The foe must be within the range listed on the card and in line of sight.

[0119] STUN: Shake 'Em Up. If the player scores a strike 112, his foe has 0 impulse 122 next turn. If the player scores a critical (three strikes 112) with this attack 111, the foe is also knocked down.

[0120] Z-G: Free Vertical Travel. The player can move up or down without paying movement cost, up to his full movement rating (as long as it is not higher than it is long). A player can make an attack 111 before or after his move 124 (or Chase a dodge if he has move 124 remaining).

[0121] MAP KEY

[0122] Square—where a card should be placed, also target zone

[0123] Triangle—where the action FIG. 20 starts

[0124] Arrow—where an action FIG. 20 can move

[0125] .WORDKEY

[0126] Action: A full action is playing of a card, including its movement 124, impulse 122, and attack 111. A player normally gets 3 actions per turn. A cards action indicate one element of the action of a card.

[0127] Ally: In games involving teams, an ally is a FIG. 20 on a player's side. Allies are affected by zone attacks 111 and the like.

[0128] Arena: The field of play, whether it be a table, a lawn, or a book rack in a game store.

[0129] Deck: All the cards not in the players' hand or in the slag pile.

[0130] End: The two shorter sides of a zGear 60 card, where the row of three glyphs 113 is printed.

[0131] Figure: An interAction FIG. 20.

[0132] Foe: The opponent a player is trying to strike 112.

[0133] Glyph: The three types of dots 115 or icons printed on either end of the card.

[0134] Hand: The cards (usually 3) that a player chooses to play as actions each turn.

[0135] Hand-to-Hand (HtH): A close-range attack 111 where a player's FIG. 20 must touch your foe's FIG. 20 for the attack 111 to occur.

[0136] Knockdown: The situation that occurs when a player or foe is knocked to the ground by Knockback or Stun and must use their next action card to get up. Three turns in a row . . . and a player is out of the game.

[0137] Length: The two longer sides of each card, used to measure distances.

[0138] Match: Trying to get a strike 112 by matching glyphs 113.

[0139] Power: Any element of a card that can be used in its action, including impulse 122, move 124, and power-ups 126.

[0140] Slag: To damage 116 a piece of zGear 60, thus removing it from a foe's deck. A destroyed zGear 60 card enters the slag pile and is no longer in play.

[0141] Slag Pile: The discard pile where a player places his destroyed zGear 60 cards.

[0142] Strike: Each dot 115 or icon on a player's card end that matches up with a dot 115 or icon on a foe's target card is a strike 112.

[0143] Target: A random card from a foe's hand or deck (or perhaps parry) a player is trying to strike 112.

[0144] Test: The process of making an attack 111 by matching up dots 115.

[0145] Turn: Starts with every player selecting their 3 actions and ends with the play of the last player's action.

[0146] zGear: A player's guns and equipment, represented by both a FIG. 20 part and a matching card.

Character Creation

[0147] A player can create a unique character with any combination of parts and cards he likes. By trading parts and their matching zGear 60 cards with friends, or by buying new FIGS. 20 and booster packs, a player can build a nearly infinite variety of characters. If the parts fit, it's legal. All characters are built to certain point totals; generally only characters or teams of equal point values play against each other. 30 points is a Novice, 40 a Veteran, 50 a Champion.

[0148] ©2000 ATOMOTON, Inc.

[0149] Preferably, each of the cards, action FIGS. 20 and accessories are dated via a method presently created under the trademark Z-G TIMELINE, wherein the game is played exactly one hundred years into the future such that every hour, minute and second that passes by in the present also passes by in the future on the Z-G TIMELINE, and wherein all action figures, cards, books and all other products in the product line are stamped with the Z-G TIMELINE date. An Internet site is maintained wherein the fictional date of 100 years in the future is maintained at all times and news updates from that time period are regularly made.

[0150] It should be noted that although the above detailed description of a game and a set of rules is the preferred embodiment, one skilled in the art, given the above disclosure, would appreciate that there may be many variations of the above game including, but not limited to, modification of the rules and the characters. For instance, other action figures, other toys, and other accessories (i.e. armor and weapons) may be used; more specifically, various armor that serves to shield specific weapons could be included, and/or various weapons having a variety of power, damage and range may be incorporated. In addition, other dolls other than action figures may be utilized. The dolls could have removable body parts in lieu of removable armor and weapons, or the dolls could have removable clothing. In addition, dolls could be utilized as visual aids for positioning to facilitate an attack and not have removable parts, wherein damage is represented by written indicia or by an opponent's discard pile.

[0151] In an additional alternate embodiment, there may be any number of sigils and the sigils may be any indicia for comparison. For instance, the sigils could be colored dots, various shapes, various shapes having various colors, animated characters, figures, logos, trademarks, pictures or any other distinguishable indicia.

[0152] The cards in the preferred embodiment and in the alternate embodiments are designed to be traded wherein each card of a set has a unique power and thus value. As such, some cards will have a higher trade value than others depending on the power of the card and/or the supply and demand of the card. Additional cards having new and unique powers will be periodically released, for sale with and without the toys. It is also contemplated that certain cards may be released in limited numbers to increase its trade value. Cards may be acquired by any legal means such as trading, purchasing, earning, winning or gifting. It is contemplated that cards may be awarded for various worthy tasks.

[0153] Although the preferred embodiment discloses 2-8 players each having one action FIG. 20 and 30 cards, in alternate embodiments, one to any number of players (Internet linked games) may play; each player could have any number of action figures; and each player could have one to any number of cards.

[0154] It should also be noted that in an alternate embodiment the indicia (i.e., statistics, powers, armor, damage, etc.) on the cards may be any indicia that represents information regarding the attacking and/or defending ability of the card. For instance, in one embodiment, it is contemplated that images or pictures of various characters such as, for exemplary purposes only, sports players, actors/actresses, cartoon characters, celebrities, politicians, college teams or any other characters, wherein these various characters would have various attack/defend powers. It is further contemplated that indicia normally on the cards could be kept in a catalog, book, reference card, database or the like, and thus eliminates the need to place directly on the card. Additionally, the indicia may be placed on coins; fast food wrappers, cups, bags or tray mats; dice; and or many other objects.

[0155] The cards of the above preferred embodiment could, in alternate embodiments, not be cards but could be other objects capable of displaying information such as, for exemplary purposes only, personal data assistants (PDAs—one such example commonly sold and available under the trademark PALM PILOT), an electronic display unit (such as a computer screen, a television, a portable electronic game or the like) and/or a non-electronic display apparatus (such as a board, chips, coins, paper products or any other product that can have indicia displayed thereon).

[0156] Although movement in the preferred embodiment is measured in card length, other forms of measurement may be utilized in additional embodiments.

[0157] It is also contemplated in alternate embodiments that the above game be played without the use of dolls, wherein damage or positioning is represented on a board, sheet of paper or separate damage indicator display. It is a further embodiment wherein damage is not represented on a separate doll or display apparatus, and thus a set of cards are provided that allow for card-to-card attack wherein victory is determined by the defeat of a specific card or by the defeat of a predetermined number of cards.

[0158] In additional alternate embodiments, it is contemplated that the above preferred embodiment and/or alternate embodiments may be incorporated into a multitude of various media including, but not limited to, computer games, arcade games, Internet games, screen savers, board games, movies, cartoons, costumes and books, dolls, fast food restaurant give-aways, dinner mats, collectable coins and dice.

[0159] It should be noted that Z-G, Z-G TIMELINE, Z-G PRIME, Z-G INTERACTION FIGURES, 3-STRIKE SYSTEM, INTERACTION FIGURES, ZGEAR, ULSTER and others as used herein are trademarks of Atomoton, Inc. with all rights reserved.

[0160] Having thus described exemplary embodiments of the present invention, it should be noted by those skilled in the art that the within disclosures are exemplary only, and that various other alternatives, adaptations, and modifications may be made within the scope of the present invention. Accordingly, the present invention is not limited to the specific embodiments illustrated herein, but is limited only by the following claims. 

What is claimed is:
 1. A set of cards, comprising: at least a first card and a second card, said first card having a first end, a second end, a first side and a second side, said second card having a first end, a second end, a first side and a second side; at least a first set of indicia on said first side of said first card; and at least a second set of indicia on said first side of said second card, wherein at least one of said indicia of said first set of indicia matches at least one of said indicia of said second set of indicia.
 2. The set of cards of claim 1, further comprising a third set of indicia on said first side of said first card and a fourth set of indicia on said first side of said second card, wherein at least one of said indicia on said first card matches at least one of said indicia on said second card.
 3. The set of cards of claim 2, wherein said first set of indicia are positioned proximal to said first end of said first card, said second set of indicia are positioned proximal to said first end of said second card, said third set of indicia are positioned proximal to said second end of said first card, and said fourth set of indicia are positioned proximal to said second end of said second card.
 4. The set of cards of claim 2, wherein said first set of indicia extend from said first end of said first card, said second set of indicia extend from said first end of said second card, said third set of indicia extend from said second end of said first card, and said fourth set of indicia extend from said second end of said second card.
 5. The set of cards of claim 3, wherein said first set of indicia, said second set of indicia, said third set of indicia and said fourth set of indicia are colored, and wherein at least one of said colored indicia on said first card matches at least one of said colored indicia of said second card.
 6. The set of cards of claim 4, wherein said first set of indicia, said second set of indicia, said third set of indicia and said fourth set of indicia are colored, and wherein at least one of said colored indicia on said first card matches at least one of said colored indicia of said second card.
 7. The set of cards of claim 5, wherein said indicia are geometrical shapes.
 8. The set of cards of claim 6, wherein said indicia are tabs.
 9. The set of cards of claim 7, wherein said geometrically shaped indicia are circles.
 10. The set of cards of claim 7, wherein said geometrically shaped indicia are triangles.
 11. The set of cards of claim 7, wherein said geometrically shaped indicia are parallelograms.
 12. The set of cards of claim 1, further comprising a fifth indicia, a sixth indicia and a seventh indicia on said first side of said first card, and an eighth indicia, a ninth indicia, and a tenth indicia on said first side of said second card, wherein said fifth indicia and said eighth indicia represent the speed of said first card and said second card, respectively, said sixth indicia and said ninth indicia represent the movement of said first card and said second card, respectively, and said seventh indicia and said tenth indicia represent the armor of said first card and said second card, respectively.
 13. The set of cards of claim 12, wherein said fifth indicia, said sixth indicia, said seventh indicia, said eighth indicia, said ninth indicia and said tenth indicia are numerals.
 14. The set of cards of claim 13, wherein said fifth indicia and said eighth indicia are positioned within a circular-shaped indicia, said sixth indicia and said ninth indicia are positioned within a diamond-shaped indicia, and wherein said seventh indicia and said tenth indicia are positioned within a rectangular-shaped indicia.
 15. A method of playing a card game between at least a first opponent and a second opponent, each opponent possessing at least two cards, one of said at least two cards possessed by each opponent is a critical card, said method comprising the steps of: a. laying down at least one card from each opponent, each of said laid cards having at least one strike indicia and an armor indicia thereon, wherein said armor indicia on the second opponent's said laid card represents a value X, and wherein the first opponent is initially the attacker; b. comparing said strike indicia on the first opponent's said laid card with said strike indicia on the second opponent's said laid card to determine the number of matches between said strike indicia of the first opponent's said laid card and the strike indicia of the second opponent's said laid card; c. comparing the number of matched said strike indicia with said armor indicia value X; d. discarding the second opponent's laid card if said number of said strike indicia is equal to or greater than said armor indicia value X; e. keeping the second opponent's laid card if said number of said strike indicia is less than said armor indicia value X; f. placing the first opponent's said laid card back into his possession and, if not discarded, placing the second opponent's said laid card back into his possession; g. laying down at least one card from each opponent, each of said laid cards having at least one strike indicia and an armor indicia thereon, wherein said armor indicia on the first opponent's said laid card represents a value Y, and wherein the second opponent is the attacker; h. comparing said strike indicia on the first opponent's said laid card with said strike indicia on the second opponent's said laid card to determine the number of matches between said strike indicia of the first opponents said laid card and the strike indicia of the second opponents said laid card; i. comparing the number of matched said strike indicia with said armor indicia value Y; j. discarding the first opponent's laid card if said number of said strike indicia is equal to or greater than said armor indicia value Y; k. keeping the first opponent's laid card if said number of said strike indicia is less than said armor indicia value Y; and l. repeating steps a. through k. until one of the opponents loses a predetermined number of said cards in opponent's possession or opponent's said critical card, wherein the other opponent is the winner.
 16. The method of playing a card game of claim 15, wherein steps a-f are repeated a total of three times before steps g-k are performed, and wherein steps g-k are repeated a total of three times before step 1 is performed, such that each player plays three cards per turn.
 17. The method of playing a card game of claim 15, wherein steps b and h further comprise comparing three colored strike indicia on the first opponent's said laid card with three colored strike indicia on the second opponent's said laid card.
 18. A set of cards in combination with a doll, said combination comprising: a set of cards having at least two cards therein, each of said cards having a first side, a second side, a first end and a second end, each of said cards having indicia thereon; and a doll, wherein said indicia indicates some action to be taken by said doll.
 19. The set of cards of claim 18, wherein said doll is an action figure.
 20. The set of cards of claim 18, wherein said indicia comprises at least a movement indicia, an impulse indicia and an attack indicia.
 21. The set of cards of claim 20, further comprising at least one strike indicia.
 22. The set of cards of claim 19, wherein said action figures further comprise detachable parts.
 23. The set of cards of claim 22, wherein said detachable parts are shields and weapons.
 24. The set of cards of claim 22, wherein said detachable parts are body parts.
 25. The set of cards of claim 21, wherein each of said cards comprises a plurality of strike indicia proximal to said first end of each of said cards.
 26. The set of cards of claim 25, further comprising a plurality of tabs extending from said first end of each of said cards, wherein said strike indicia is positioned on said tabs.
 27. A method of playing a card game in conjunction with a doll, said game played between at least a first opponent and a second opponent, each opponent possessing at least two cards and a doll, said method comprising the steps of: a. laying down at least one card from each opponent, each of said laid cards having at least one strike indicia, at least one doll command indicia and an armor indicia thereon, wherein said armor indicia on the second opponent's said laid card represents a value X, said doll command indicia represents an action to be taken by said doll and wherein the first opponent is initially the attacker; b. comparing said strike indicia on the first opponent's said laid card with said strike indicia on the second opponent's said laid card to determine the number of matches between said strike indicia of the first opponent's said laid card and the strike indicia of the second opponent's said laid card; c. comparing the number of matched said strike indicia with said armor indicia value X; d. discarding the second opponent's laid card if said number of said strike indicia is equal to or greater than said armor indicia value X; e. performing said action on the second opponent's said doll per said doll command indicia if said number of said strike indicia is equal to or greater than said armor indicia value X; f. keeping the second opponent's laid card if said number of said strike indicia is less than said armor indicia value X; g. placing the first opponent's said laid card back into his possession and, if not discarded, placing the second opponent's said laid card back into his possession; h. laying down at least one card from each opponent, each of said laid cards having at least one strike indicia, at least one doll command indicia and an armor indicia thereon, wherein said armor indicia on the first opponent's said laid card represents a value Y, said doll command indicia represents an action to be taken by said doll, and wherein the second opponent is the attacker; i. comparing said strike indicia on the first opponent's said laid card with said strike indicia on the second opponent's said laid card to determine the number of matches between said strike indicia of the first opponents said laid card and the strike indicia of the second opponents said laid card; j. comparing the number of matched said strike indicia with said armor indicia value Y; k. discarding the first opponent's laid card if said number of said strike indicia is equal to or greater than said armor indicia value Y; l. performing said action on the second opponent's said doll per said doll command indicia if said number of said strike indicia is equal to or greater than said armor indicia value X; m. keeping the first opponent's laid card if said number of said strike indicia is less than said armor indicia value Y; and m. repeating steps a. through k. until one of the opponents loses a predetermined number of said cards in opponent's possession or opponent's said critical card, wherein the other opponent is the winner.
 28. The method of playing a card game in conjunction with a doll of claim 27, wherein steps e and l further comprise a step of removing parts from said doll in response to said doll command indicia.
 29. The method of playing a card game in conjunction with a doll of claim 27, further comprising a step of moving said doll, wherein each of said cards comprise a doll movement indicia.
 30. The method of playing a card game in conjunction with a doll of claim 29, wherein each of said cards has a length, and wherein said movement of each of said dolls is measured by said length of said cards.
 31. The method of playing a card game in conjunction with a doll of claim 30, wherein said movement of said dolls can be horizontal and/or vertical.
 32. A method of playing a card game in conjunction with a doll, a player possessing at least one card and a doll, said method comprising the steps of: a. playing said at least one card, wherein said at least one card comprises indicia thereon, and wherein said indicia indicates an action to be taken by said doll; and b. taking said action by said doll in response to said indicia. 